TechnoTerrorist303 10 Posted July 13, 2010 Small critic: I think it's a little to agile compared to other jets at least if you use a joystick. "In 2004, United States Air Force Chief of Staff General John P. Jumper said after flying the Eurofighter: I have flown all the air force jets. None was as good as the Eurofighter" from the wikipedia entry. The Typhoon is supposed to be more agile than other jets, that was one of the main design criteria. Once again RKSL, fantastic release. Love it thanks! Share this post Link to post Share on other sites
dukeuk76 10 Posted July 13, 2010 Excellent work, Made some epic anti armour missions with them last night. AGAA1 load out is lovely, really enjoying knocking out armour with the BRIMSTONES. :) Share this post Link to post Share on other sites
cannonouscrash 12 Posted July 13, 2010 In general its probably one of the top 3 most agile planes in the world, I think comparing it to the Rafale and the F22 (not even sure if the F22 is as/more agile than the EF2000) Its like that motoring firm that lots like to hate... You drive from the back and steer from the front Share this post Link to post Share on other sites
manzilla 1 Posted July 13, 2010 (edited) Nevermind. Edited July 13, 2010 by Manzilla Share this post Link to post Share on other sites
wika_woo 182 Posted July 13, 2010 (edited) [Some things you should understand before you comment: • No I wont donate it to ACE • No I havent tested with ACE • No I wont convert it to ACE • Textures are NOT final. This is a BETA its not a polished finished version yet. • Model Meshes are NOT final. There are some areas that still need some work. • The Typhoon is really this fast. - On small "islands" like Takistan they may seem too fast. You have to remember that this addon was intended to be used on a 40.9x40.9 map we are working on. (see the RKSL YouTube videos.) • No I wont reduce the speed to fit on a 5x5km map. God bless you man, Checkin this baby out! Edit: I can't seem to find it in the editor :( Edited July 13, 2010 by wika_woo Share this post Link to post Share on other sites
mosh 0 Posted July 13, 2010 Nice work, a lot of fun to fly, thanks! Share this post Link to post Share on other sites
cole 0 Posted July 13, 2010 God bless you man, Checkin this baby out! Edit: I can't seem to find it in the editor :( It's under its own faction. UK -something-, can't remember it right now. Share this post Link to post Share on other sites
STALKERGB 6 Posted July 13, 2010 It's under its own faction. UK -something-, can't remember it right now. "UK Armed Forces" me thinks with the rest of the RKSL stuff. NIce work Rock, great to see the Eurofighter in the air! Share this post Link to post Share on other sites
cole 0 Posted July 13, 2010 "UK Armed Forces" me thinks with the rest of the RKSL stuff. Yup, I just went to check ingame. BLUFOR - UK Armed Forces - Royal Air Force (RKSL) Share this post Link to post Share on other sites
(st6)predator 0 Posted July 13, 2010 Question to RKSL-Rock It would be possible to transfer the "Flightmodel" from the "Eurofighter" by config.pho to all Jets in Arma / OPA ? Kind Regards (ST6)Predator Share this post Link to post Share on other sites
rksl-rock 1301 Posted July 13, 2010 Question to RKSL-RockIt would be possible to transfer the "Flightmodel" from the "Eurofighter" by config.pho to all Jets in Arma / OPA ? Kind Regards (ST6)Predator No mate. Flight models are set in the model and only "trimmed" by the config. Share this post Link to post Share on other sites
wika_woo 182 Posted July 14, 2010 thanks guys.... cant wait to try this baby out!!!.. Was gettin really confused, i've got so many UK addons Share this post Link to post Share on other sites
Howard 0 Posted July 14, 2010 The HUD alone makes this the best addon to come out this year. The HUD is just so amazingly well done & I truly hope you've set a standard for how HUD's should be made, TAKE NOTICE BIS! Bravo! Share this post Link to post Share on other sites
-Eddie- 10 Posted July 15, 2010 Just a quick question Rock, is there any plan to implement your own Helmet Mounted Symbology System (in time, of course) for the FGR.4? From what I've read 17 ® Sqn are to be getting it within the next few months and Eurofighter want Coningsby to be to be the 'centre of excellence' for HMSS training. Share this post Link to post Share on other sites
rksl-rock 1301 Posted July 15, 2010 (edited) Just a quick question Rock, is there any plan to implement your own Helmet Mounted Symbology System (in time, of course) for the FGR.4? From what I've read 17 ® Sqn are to be getting it within the next few months and Eurofighter want Coningsby to be to be the 'centre of excellence' for HMSS training. Its a tough one. There are several reasons NOT to do it. Having said that, I would like to try it. But the game engine is against me on this. The main reason not to do it would be to retain some ArmA2 1.07 compatibility for a while longer. There are a lot of people that haven't got OA yet for various reasons so I'd like to retain compatibility for a while longer before making the jump over to OA/Combined Arms completely. It will come but I'd like to give it a month or two first. Secondary reason is a technical one. The HMD in OA uses the HUD command and it appears to be an all or nothing system. IE you move the entire HUD with the HMD or nothing. Now this isn't a huge issue because I do use a hybrid HUD system (part model/part HUD config) but I wouldn't be able to do it properly. Some of the bits that would normally stay static would have to move and vice versa. I am looking into it, but unless I find something I've missed so far I don't think im going to get a result i'll be happy with. (Unless EuroFighter have changed the layout and display since I last checked.) Edited July 15, 2010 by RKSL-Rock Share this post Link to post Share on other sites
An-225 0 Posted July 15, 2010 Loving the Storm Shadow. I find it amazing that it's meant to fit on a Nimrod MRA4 (although, earlier Nimrods could carry Sidewinders...). I hope we can see a basic representation of the INS unit on the Storm Shadow in the future! Share this post Link to post Share on other sites
-Eddie- 10 Posted July 15, 2010 Thanks Rock, that explains a lot. I also forgot to say before that this is, without a doubt, the best add-on for ArmA2 that I've played. Also, if you do find a way of making the HMSS work in a way you're happy with, will it have FLIR? I'll try and dig up the source but the HMSS is supposed to have FLIR as part of it. Share this post Link to post Share on other sites
rksl-rock 1301 Posted July 15, 2010 (edited) Thanks Rock, that explains a lot. I also forgot to say before that this is, without a doubt, the best add-on for ArmA2 that I've played. Thanks. Its nice to hear that sort of thing. Also, if you do find a way of making the HMSS work in a way you're happy with, will it have FLIR? I'll try and dig up the source but the HMSS is supposed to have FLIR as part of it. If you have any refs i'd appraciate it. So far all ive got is Whitehall gossip and some out of date pics from last year's Eurofighter magazines. I knew it was fully NV compatible but i didnt think it was IR. I just thought it was a lowlight intensifier system with a sensor overlay? Loving the Storm Shadow. I find it amazing that it's meant to fit on a Nimrod MRA4 (although, earlier Nimrods could carry Sidewinders...).I hope we can see a basic representation of the INS unit on the Storm Shadow in the future! The stormshadow fits on most anything. Even the Harrier GR9 can carry it. Although I told for various reasons the F-35 (while the blurb says it can) probably wont be able to. And yes we do have something in mind for Cruise missiles and other Stand off Weapons. Edited July 15, 2010 by RKSL-Rock Share this post Link to post Share on other sites
-Eddie- 10 Posted July 15, 2010 Ok, not the most clearly worded quotes but I'll leave it for you to decide. In addition it will be possible to project imagery from PIRATE (IRST/FLIR) directly onto the HMS. Enthusiasts site The helmet also incorporates night vision aids using light intensification and provision for Forward Looking Infra-Red (FLIR) imagery. Eurofighter website Share this post Link to post Share on other sites
Sekra 10 Posted July 15, 2010 (edited) This addon is bloody brilliant! Just like all RKSL addons are of the highest quality. Cheers mate! Edited July 18, 2010 by Sekra Share this post Link to post Share on other sites
lt_darkman 0 Posted July 15, 2010 How add-ons should be. One click install, great documentation, accurate implementation (within the limits of the engine) and great fun to use. An absolute triumph and a joy to behold. Thank you, P Share this post Link to post Share on other sites
T.S.C.Plage 0 Posted July 15, 2010 I've to correct myself because the term "agile" was wrong. It's just that it reacts very sensitive on any contoller input (esp. the rudder) compared to other "ingame" jets. Maybe this can be "damped down" a bit, Rock? I also encountered another problem with locking on regardless which kind of missiles is used but I'm not sure if this isn't more a general OA problem then related to this addon? Sometimes the missiles simply won't lock on enemy targets no matter if air or ground and which distance. If you switch a couple of times between cockpit and outside view a missile sometimes will start to lock on again but like it seems only randomly. Any idea about that? Another small thing is that IFRP messages appear a little bit often for my taste. Can you explain a little about that. Why and when is it automatically opening and closing? Is it related to speed (doesn't seems like)? In which way is it important if you're engaged by missiles? Will the countermeasures (flares) work better if it's closed? ... I've made a small video from a couple of tesflights... . There you can see a couple of things that I've mentioned like following a Su-34 with Meteors and "no lock", "IFRP Open" popping up while landing (actually while I wanted to engage the brake chute). You can also see that the flares aren't that kind of "effective".I hope you aren't mad about my small critics! Like already said it's a really great addon. Share this post Link to post Share on other sites
rksl-rock 1301 Posted July 15, 2010 (edited) I've to correct myself because the term "agile" was wrong. It's just that it reacts very sensitive on any contoller input (esp. the rudder) compared to other "ingame" jets. Maybe this can be "damped down" a bit, Rock? I suspect it depends on your controller. Watching your vid, I don't get anything like the amount of "over control" as you do. Are you using a mouse? And judging from the number of requests I've had to increase the pitch and roll rates a bit neither have too many others. :o EDIT - I have changed the FM setup a bit in the latest build to make it more AI friendly so wait and see. It might be better for you. I also encountered another problem with locking on regardless which kind of missiles is used but I'm not sure if this isn't more a general OA problem then related to this addon? Sometimes the missiles simply won't lock on enemy targets no matter if air or ground and which distance. If you switch a couple of times between cockpit and outside view a missile sometimes will start to lock on again but like it seems only randomly. Any idea about that? That is very much an OA issue. I've noticed the same thing with stock addons. Especially the A-10 and mavericks. Another small thing is that IFRP messages appear a little bit often for my taste. Can you explain a little about that. Why and when is it automatically opening and closing? Is it related to speed (doesn't seems like)? The option to open the IFRP becomes available at 90% fuel. It is not automatic. So you must be hitting enter when the action menu pops up. In which way is it important if you're engaged by missiles? Will the countermeasures (flares) work better if it's closed? ... It has nothing what so ever to do with the countermeasures. Neither feature is linked in any way. I've made a small video from a couple of tesflights... . There you can see a couple of things that I've mentioned like following a Su-34 with Meteors and "no lock", "IFRP Open" popping up while landing (actually while I wanted to engage the brake chute). Ok perhaps i wasn't very clear in the documentation. You will get the out of constraints X appear when the target is too close. Depending on the minimum range, for short range missiles this it 500-600m. For the Aim-120 and Meteor this is 1000m. All the min and max ranges are listed in the Appendix of the weapons pack docs. If the issue is about "Tab locking" of target up close then I would suggest its an engine issue. But i haven't seen anything like that myself. But I tend to swap to short range missiles below 1500m anyway. You can also see that the flares aren't that kind of "effective". Yeah i don't know what it is but something changed in OA the weapons seem to be a bit more effective. We may have to tweak the flares a bit to compensate. We'll look into it. I hope you aren't mad about my small critics! Like already said it's a really great addon. Not at all! Its fixing little things like this that make addons better. Thanks for taking the time to post. Edited July 15, 2010 by RKSL-Rock Share this post Link to post Share on other sites
T.S.C.Plage 0 Posted July 15, 2010 I suspect it depends on your controller. Watching your vid, I don't get anything like the amount of "over control" as you do. Are you using a mouse? And judging from the number of requests I've had to increase the pitch and roll rates a bit neither to many others. :oEDIT - I have changed the FM setup a bit in the latest build to make it more AI friendly so wait and see. It might be better for you. Because I was quite carefull. You can notice it on the ground quite well but also if you try to pick up a target with the cannon and then use the rudder to aim precisely. It's not that kind of noticeable in normal flight. I'm using an old Logitech WingMan Extreme Digital 3D by the way. That is very much and OA issue. I've noticed the same thing with stock addons. Especially the A-10 and mavericks. Yes, that's what I thought. Also happend to me with an Apache and Hellfires and even with a Stinger in MP as I recall now. The option to open the IFRP becomes available at 90% fuel. It is not automatic. So you must be hitting enter when the action menu pops up.It has nothing what so ever to do with the countermeasures. Neither feature is linked in any way. I'm quite sure I didn't hit any key/button. So IFRP is the "Inflight Refuel Prope"? I thought it was related to the countermeasures. Mooooh! Ok perhaps i wasn't very clear in the documentation. You will get the out of constraints X appear when the target is too close. Depending on the minimum range, for short range missiles this it 500-600m. For the Aim-120 and Meteor this is 1000m. All the min and max ranges are listed in the Appendix of the weapons pack docs. As I also had the problem at larger distances but it seems the "no lock" bug is an OA problem. Maybe the video was a little misleading here. I know what the "X" means. Sorry for not making this clear enough. If the issue is about "Tab locking" of target up close then I would suggest its an engine issue. But i haven't seen anything like that myself. But I tend to swap to short range missiles below 1500m anyway. Yes, it's about TAB locking but like said it seems engine related. Yeah i don't know what it is but something changed in OA the weapons seem to be a bit more effective. We may have to tweak the flares a bit to compensate. We'll look into it. Yes, would be nice. Maybe if just some more are released in a shorter cycle? Not at all! Its fixing little things like this that make addons better. Thanks for taking the time to post. Good and no problem. Share this post Link to post Share on other sites
Guest Posted July 15, 2010 I am currently writing a 15,000 word thesis on British Defence Policy in economic recession. Flying this in Arma2 makes slating our methods of procurement that little more difficult. Fantastic work. Share this post Link to post Share on other sites